#include #include #include #include #include #define GLM_FORCE_RADIANS #define GLM_FORCE_DEPTH_ZERO_TO_ONE #include #include #include #define TINYGLTF_IMPLEMENTATION #define STB_IMAGE_IMPLEMENTATION #define TINYGLTF_NO_STB_IMAGE_WRITE #ifdef VK_USE_PLATFORM_ANDROID_KHR #define TINYGLTF_ANDROID_LOAD_FROM_ASSETS #endif #include "tiny_gltf.h" #include "vulkanexamplebase.h" #define ENABLE_VALIDATION false // Contains everything required to render a glTF model in Vulkan // This class is heavily simplified (compared to glTF's feature set) but retains the basic glTF structure class VulkanglTFModel { public: // The class requires some Vulkan objects so it can create it's own resources vks::VulkanDevice* vulkanDevice; VkQueue copyQueue; uint32_t nodeCount; // The vertex layout for the samples' model struct Vertex { glm::vec3 pos; glm::vec3 normal; glm::vec2 uv; glm::vec3 color; glm::vec3 jointIndices; glm::vec3 jointWeights; }; // Single vertex buffer for all primitives struct Vertices { VkBuffer buffer; VkDeviceMemory memory; } vertices; // Single index buffer for all primitives struct Indices { int count; VkBuffer buffer; VkDeviceMemory memory; } indices; // The following structures roughly represent the glTF scene structure // To keep things simple, they only contain those properties that are required for this sample struct Node; // A primitive contains the data for a single draw call struct Primitive { uint32_t firstIndex; uint32_t indexCount; int32_t materialIndex; }; // Contains the node's (optional) geometry and can be made up of an arbitrary number of primitives struct Mesh { std::vector primitives; }; // A node represents an object in the glTF scene graph struct Node { Node* parent; uint32_t index; std::vector children; Mesh mesh; glm::vec3 translation{}; glm::vec3 scale{ 1.0f }; glm::quat rotation{}; int32_t skin = -1; glm::mat4 getLocalMatrix() { return bAnimateNode ? glm::translate(glm::mat4(1.0f), translation) * glm::mat4(rotation) * glm::scale(glm::mat4(1.0f), scale) : matrix; } glm::mat4 matrix; bool bAnimateNode = false; /* ~Node() { for (auto& child : children) { delete child; }; } */ }; // A glTF material stores information in e.g. the texture that is attached to it and colors struct Material { glm::vec4 baseColorFactor = glm::vec4(1.0f); uint32_t baseColorTextureIndex; }; // Contains the texture for a single glTF image // Images may be reused by texture objects and are as such separated struct Image { vks::Texture2D texture; // We also store (and create) a descriptor set that's used to access this texture from the fragment shader VkDescriptorSet descriptorSet; }; // A glTF texture stores a reference to the image and a sampler // In this sample, we are only interested in the image struct Texture { int32_t imageIndex; }; // structure of skin struct Skin { std::string name; Node* skeletonRoot = nullptr; std::vector inverseBindMatrices; std::vector joints; vks::Buffer ssbo; VkDescriptorSet descriptorSet; }; struct AnimationSampler { std::string interpolation; std::vector inputs; std::vector outputsVec4; }; struct AnimationChannel { std::string path; Node* node; uint32_t samplerIndex; }; struct Animation { std::string name; std::vector samplers; std::vector channels; float start = std::numeric_limits::max(); float end = std::numeric_limits::min(); float currentTime = 0.0f; }; /* Model data */ std::vector images; std::vector textures; std::vector materials; std::vector nodes; std::vector skins; std::vector animations; uint32_t activeAnimation = 0; //VulkanglTFModel(); ~VulkanglTFModel(); void loadImages(tinygltf::Model& input); void loadTextures(tinygltf::Model& input); void loadMaterials(tinygltf::Model& input); Node* findNode(Node* parent, uint32_t index); Node* nodeFromIndex(uint32_t index); void loadSkins(tinygltf::Model& input); void loadAnimations(tinygltf::Model& input); void loadNode(const tinygltf::Node& inputNode, const tinygltf::Model& input, VulkanglTFModel::Node* parent, uint32_t nodeIndex, std::vector& indexBuffer, std::vector& vertexBuffer); glm::mat4 getNodeMatrix(VulkanglTFModel::Node* node); void updateNodeMatrix(Node* node, std::vector& nodeMatrics); void updateJoints(VulkanglTFModel::Node* node); void updateAnimation(float deltaTime,vks::Buffer buffer); void drawNode(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout, VulkanglTFModel::Node node); void draw(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout); }; class VulkanExample : public VulkanExampleBase { public: bool wireframe = false; VulkanglTFModel glTFModel; struct ShaderData { vks::Buffer buffer; struct Values { glm::mat4 projection; glm::mat4 model; glm::vec4 lightPos = glm::vec4(5.0f, 5.0f, 5.0f, 1.0f); glm::vec4 viewPos; } values; vks::Buffer skinSSBO; } shaderData; struct Pipelines { VkPipeline solid; VkPipeline wireframe = VK_NULL_HANDLE; } pipelines; VkPipelineLayout pipelineLayout; struct DescriptorSetLayouts { VkDescriptorSetLayout matrices; VkDescriptorSetLayout textures; VkDescriptorSetLayout jointMatrices; VkDescriptorSetLayout ssbo; } descriptorSetLayouts; VkDescriptorSet descriptorSet; VulkanExample(); ~VulkanExample(); void loadglTFFile(std::string filename); virtual void getEnabledFeatures(); void buildCommandBuffers(); void loadAssets(); void setupDescriptors(); void preparePipelines(); void prepareUniformBuffers(); void updateUniformBuffers(); void prepare(); virtual void render(); virtual void viewChanged(); virtual void OnUpdateUIOverlay(vks::UIOverlay* overlay); };